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REAL 3D NEON LIGHTS !


MAD BOSS

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Is there a way to code them? YES!!! icon14.gif

 

 

 

All i did is made an object that has 2DFX attributes, which are actually multiple light sources that correspond as to where neon glow SHOULD LIGHT! Take a look:

 

user posted image

 

 

 

So step-by-step in "shorts" would be:

 

-create a dff object with very small polygon numbers. (up to 12)

-edit it in Zmodeler so that it's material is 100% translucent (invisible)

-no need for creating .txd file aswell, bcz our object will be transparent and will use no textures, only materials.

-in object definition put the generic where texture object should be, like this:

 

 

 

objs

5630, n2osign, stuff, 1, 300, 0

5631, skyneon, generic, 1, 60, 0

5632, supneon, generic, 1, 60, 0

5633, rx7neon, generic, 1, 60, 0

5634, neon350, generic, 1, 60, 0

5635, mfi_bridge, fun_island, 1, 300, 0

5636, LOD_bridge, fun_island, 1, 3000, 4

5637, neonh2, generic, 1, 60, 0

5638, neosuki, generic, 1, 60, 0

5639, neoscan, generic, 1, 60, 4

end

*bolded objects are neon dff's.

 

-create 2dfx light sources for your object like this one I made for Nissan Skyline R34:

 

 

5631, 0.81, 0.62, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.81, 0.49, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.81, 0.36, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.81, 0.23, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.81, 0.09, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.81, -0.05, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.81, -0.21, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.81, -0.35, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.81, -0.5, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.81, -0.65, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.81, 0.62, -0.8 , 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.81, 0.49, -0.8 , 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.81, 0.36, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.81, 0.23, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.81, 0.09, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.81, -0.05, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.81, -0.21, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.81, -0.35, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.81, -0.5, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.81, -0.65, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.45, 2.3, -0.78, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.3, 2.3, -0.78, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.15, 2.3, -0.78, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.0, 2.3, -0.78, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.15, 2.3, -0.78, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.29, 2.3, -0.78, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.43, 2.3, -0.78, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.34, -2.23, -0.65, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.22, -2.23, -0.65, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.1, -2.23, -0.65, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.02, -2.23, -0.65, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.14, -2.23, -0.65, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.26, -2.23, -0.65, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.265, -1.07, 0.462, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.16, 0, 0, 1, 1, 0, 0

5631, 0.265, -1.156, 0.434, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, 0.265, -1.257, 0.395, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, 0.265, -1.354, 0.359, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, 0.265, -1.449, 0.323, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, 0.265, -1.543, 0.287, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, 0.265, -1.651, 0.248, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, -0.265, -1.07, 0.462, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.16, 0, 0, 1, 1, 0, 0

5631, -0.265, -1.156, 0.434, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, -0.265, -1.257, 0.395, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, -0.265, -1.354, 0.359, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, -0.265, -1.449, 0.323, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, -0.265, -1.543, 0.287, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, -0.265, -1.651, 0.248, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

 

-create a polygon-less collision inside of coll library (library which has the same name as your IDE that loads your objects, ie, mine IDE is named stuff.IDE, and so is the library - stuff.COL) Collisions inside must be named as a particular object's models that IDE loads (like supneon, skyneon etc)

 

-make them all (ide, col) load properly inside of gta-vc.dat

 

-make a thread inside main.scm that will load&move your neon-object when you are driving a particular car. (needs a loop)

 

-I will not paste the code here, as it is big, and it's my own creation from ground 0, also needed me a 2-3 days to make it work as expected. (maybe I will, if you really like my work)

 

 

 

I think that's all. wink.gif

 

 

 

 

 

Now, look for these screenshots of all the car neon's I created for the past few weeks:

 

user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image

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Wow mate. this is great! icon14.gif

And this should for SA right?

finally some real neons. biggrin.gif

Thank you smile.gif

 

I think it should work, the concept is the same (GTA III), make an object with 2dfx attributes and attach it to a car via MAIN.SCM (or CLEO) icon14.gif

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how long does it roughly take to do a car?

 

and i kinda lost after the zmodeler part. :\

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how long does it roughly take to do a car?

 

and i kinda lost after the zmodeler part. :\

About an hour for a car.

 

I came up with a "technic" with placing copies of dummies as to where neon glows should be, and then copying the coordinates of that dummies to 2dfx part of the code (they are now light positions). So, when you enter the particular car (between 19h and 6h), the code triggers the object with light effects you coded, and it makes you see the neons (lights) around the car. smile.gif

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  • 2 weeks later...

Here is the code, I am publishing it LIVE!

 

 

 

 

First, define the new objects:

 

 

DEFINE OBJECTS 212

 

....

 

DEFINE OBJECT SKYNEON                  // Object number -204

DEFINE OBJECT SUPNEON                  // Object number -205

DEFINE OBJECT RX7NEON                  // Object number -206

DEFINE OBJECT NEON350                  // Object number -207

DEFINE OBJECT NEONH2                   // Object number -208

DEFINE OBJECT NEOSUKI                  // Object number -209

DEFINE OBJECT NEOSCAN                  // Object number -210

DEFINE OBJECT NEOZAS                   // Object number -211

 

....

 

 

:NONAME_24

wait 5

if

  Player.Defined($PLAYER_CHAR)

else_jump @NONAME_24

if and

  Model.Available(#SKYNEON)

  Model.Available(#SUPNEON)

  Model.Available(#RX7NEON)

  Model.Available(#NEON350)

  Model.Available(#NEONH2)

else_jump @NONAME_24_89

if and

  Model.Available(#NEOSUKI)

  Model.Available(#NEOSCAN)

  Model.Available(#NEOZAS)

else_jump @NONAME_24_89

jump @NONAME_24_191

 

:NONAME_24_89

Model.Load(#SKYNEON)

Model.Load(#SUPNEON)

Model.Load(#RX7NEON)

Model.Load(#NEON350)

Model.Load(#NEONH2)

Model.Load(#NEOSUKI)

Model.Load(#NEOSCAN)

Model.Load(#NEOZAS)

if and

  Model.Available(#SKYNEON)

  Model.Available(#SUPNEON)

  Model.Available(#RX7NEON)

  Model.Available(#NEON350)

  Model.Available(#NEONH2)

else_jump @NONAME_24

if and

  Model.Available(#NEOSUKI)

  Model.Available(#NEOSCAN)

  Model.Available(#NEOZAS)

else_jump @NONAME_24

 

:NONAME_24_191

if

00DE:  player $PLAYER_CHAR driving_vehicle_type #HOTRING

else_jump @NONAME_24_398

if

  $NEONSKY == 0 // integer values

else_jump @NONAME_24_368

03C1: $SKY = player $PLAYER_CHAR car

0407: create_coordinate $C1 $C2 $C3 from_car $SKY offset 0.0 0.0 0.0

$SKYNEO = Object.Create(#SKYNEON, $C1, $C2, $C3)

035C: place_object $SKYNEO relative_to_car $SKY offset 0.0 0.0 0.0

Object.ToggleInMovingList($SKYNEO) = False

$NEONSKY = 1 // integer values

$NEONSUP = 0 // integer values

$NEONH2T = 0 // integer values

$NEONNIS = 0 // integer values

$NEONSUK = 0 // integer values

$NEONSCA = 0 // integer values

$NEONRX7 = 0 // integer values

$NEONZAS = 0 // integer values

 

:NONAME_24_368

035C: place_object $SKYNEO relative_to_car $SKY offset 0.0 0.0 0.0

jump @NONAME_24

 

:NONAME_24_398

if

  $NEONSKY == 1 // integer values

else_jump @NONAME_24_440

$NEONSKY = 0 // integer values

Car.RemoveReferences($SKY)

Object.Destroy($SKYNEO)

jump @NONAME_24_440

 

:NONAME_24_440

if

00DE:  player $PLAYER_CHAR driving_vehicle_type #HOTRINA

else_jump @NONAME_24_647

if

  $NEONSUP == 0 // integer values

else_jump @NONAME_24_617

03C1: $SUP = player $PLAYER_CHAR car

0407: create_coordinate $C1 $C2 $C3 from_car $SUP offset 0.0 0.0 0.0

$SPNEO = Object.Create(#SUPNEON, $C1, $C2, $C3)

035C: place_object $SPNEO relative_to_car $SUP offset 0.0 0.0 0.0

Object.ToggleInMovingList($SPNEO) = False

$NEONSKY = 0 // integer values

$NEONSUP = 1 // integer values

$NEONH2T = 0 // integer values

$NEONNIS = 0 // integer values

$NEONSUK = 0 // integer values

$NEONSCA = 0 // integer values

$NEONRX7 = 0 // integer values

$NEONZAS = 0 // integer values

 

:NONAME_24_617

035C: place_object $SPNEO relative_to_car $SUP offset 0.0 0.0 0.0

jump @NONAME_24

 

:NONAME_24_647

if

  $NEONSUP == 1 // integer values

else_jump @NONAME_24_689

$NEONSUP = 0 // integer values

Car.RemoveReferences($SUP)

Object.Destroy($SPNEO)

jump @NONAME_24_689

 

:NONAME_24_689

if

00DE:  player $PLAYER_CHAR driving_vehicle_type #HOTRINB

else_jump @NONAME_24_896

if

  $NEONH2T == 0 // integer values

else_jump @NONAME_24_866

03C1: $H2T = player $PLAYER_CHAR car

0407: create_coordinate $C1 $C2 $C3 from_car $H2T offset 0.0 0.0 0.0

$H2NEO = Object.Create(#NEONH2, $C1, $C2, $C3)

035C: place_object $H2NEO relative_to_car $H2T offset 0.0 0.0 0.0

Object.ToggleInMovingList($H2NEO) = False

$NEONSKY = 0 // integer values

$NEONSUP = 0 // integer values

$NEONH2T = 1 // integer values

$NEONNIS = 0 // integer values

$NEONSUK = 0 // integer values

$NEONSCA = 0 // integer values

$NEONRX7 = 0 // integer values

$NEONZAS = 0 // integer values

 

:NONAME_24_866

035C: place_object $H2NEO relative_to_car $H2T offset 0.0 0.0 0.0

jump @NONAME_24

 

:NONAME_24_896

if

  $NEONH2T == 1 // integer values

else_jump @NONAME_24_938

$NEONH2T = 0 // integer values

Car.RemoveReferences($H2T)

Object.Destroy($H2NEO)

jump @NONAME_24_938

 

:NONAME_24_938

if

00DE:  player $PLAYER_CHAR driving_vehicle_type #MESA

else_jump @NONAME_24_1145

if

  $NEONRX7 == 0 // integer values

else_jump @NONAME_24_1115

03C1: $RX7 = player $PLAYER_CHAR car

0407: create_coordinate $C1 $C2 $C3 from_car $RX7 offset 0.0 0.0 0.0

$RXNEO = Object.Create(#RX7NEON, $C1, $C2, $C3)

035C: place_object $RXNEO relative_to_car $RX7 offset 0.0 0.0 0.0

Object.ToggleInMovingList($RXNEO) = False

$NEONSKY = 0 // integer values

$NEONSUP = 0 // integer values

$NEONH2T = 0 // integer values

$NEONNIS = 0 // integer values

$NEONSUK = 0 // integer values

$NEONSCA = 0 // integer values

$NEONRX7 = 1 // integer values

$NEONZAS = 0 // integer values

 

:NONAME_24_1115

035C: place_object $RXNEO relative_to_car $RX7 offset 0.0 0.0 0.0

jump @NONAME_24

 

:NONAME_24_1145

if

  $NEONRX7 == 1 // integer values

else_jump @NONAME_24_1187

$NEONRX7 = 0 // integer values

Car.RemoveReferences($RX7)

Object.Destroy($RXNEO)

jump @NONAME_24_1187

 

:NONAME_24_1187

if

00DE:  player $PLAYER_CHAR driving_vehicle_type #PHEONIX

else_jump @NONAME_24_1394

if

  $NEONNIS == 0 // integer values

else_jump @NONAME_24_1364

03C1: $NIS = player $PLAYER_CHAR car

0407: create_coordinate $C1 $C2 $C3 from_car $NIS offset 0.0 0.0 0.0

$NISNEO = Object.Create(#NEON350, $C1, $C2, $C3)

035C: place_object $NISNEO relative_to_car $NIS offset 0.0 0.0 0.0

Object.ToggleInMovingList($NISNEO) = False

$NEONSKY = 0 // integer values

$NEONSUP = 0 // integer values

$NEONH2T = 0 // integer values

$NEONNIS = 1 // integer values

$NEONSUK = 0 // integer values

$NEONSCA = 0 // integer values

$NEONRX7 = 0 // integer values

$NEONZAS = 0 // integer values

 

:NONAME_24_1364

035C: place_object $NISNEO relative_to_car $NIS offset 0.0 0.0 0.0

jump @NONAME_24

 

:NONAME_24_1394

if

  $NEONNIS == 1 // integer values

else_jump @NONAME_24_1436

$NEONNIS = 0 // integer values

Car.RemoveReferences($NIS)

Object.Destroy($NISNEO)

jump @NONAME_24_1436

 

:NONAME_24_1436

if

00DE:  player $PLAYER_CHAR driving_vehicle_type #BLOODRB

else_jump @NONAME_24_1643

if

  $NEONSUK == 0 // integer values

else_jump @NONAME_24_1613

03C1: $SUK = player $PLAYER_CHAR car

0407: create_coordinate $C1 $C2 $C3 from_car $SUK offset 0.0 0.0 0.0

$SUKNEON = Object.Create(#NEOSUKI, $C1, $C2, $C3)

035C: place_object $SUKNEON relative_to_car $SUK offset 0.0 0.0 0.0

Object.ToggleInMovingList($SUKNEON) = False

$NEONSKY = 0 // integer values

$NEONSUP = 0 // integer values

$NEONH2T = 0 // integer values

$NEONNIS = 0 // integer values

$NEONSUK = 1 // integer values

$NEONSCA = 0 // integer values

$NEONRX7 = 0 // integer values

$NEONZAS = 0 // integer values

 

:NONAME_24_1613

035C: place_object $SUKNEON relative_to_car $SUK offset 0.0 0.0 0.0

jump @NONAME_24

 

:NONAME_24_1643

if

  $NEONSUK == 1 // integer values

else_jump @NONAME_24_1685

$NEONSUK = 0 // integer values

Car.RemoveReferences($SUK)

Object.Destroy($SUKNEON)

jump @NONAME_24_1685

 

:NONAME_24_1685

if

00DE:  player $PLAYER_CHAR driving_vehicle_type #LINERUN

else_jump @NONAME_24_1892

if

  $NEONSCA == 0 // integer values

else_jump @NONAME_24_1862

03C1: $SCA = player $PLAYER_CHAR car

0407: create_coordinate $C1 $C2 $C3 from_car $SCA offset 0.0 0.0 0.0

$SCANEON = Object.Create(#NEOSCAN, $C1, $C2, $C3)

035C: place_object $SCANEON relative_to_car $SCA offset 0.0 0.0 0.0

Object.ToggleInMovingList($SCANEON) = False

$NEONSKY = 0 // integer values

$NEONSUP = 0 // integer values

$NEONH2T = 0 // integer values

$NEONNIS = 0 // integer values

$NEONSUK = 0 // integer values

$NEONSCA = 1 // integer values

$NEONRX7 = 0 // integer values

$NEONZAS = 0 // integer values

 

:NONAME_24_1862

035C: place_object $SCANEON relative_to_car $SCA offset 0.0 0.0 0.0

jump @NONAME_24

 

:NONAME_24_1892

if

  $NEONSCA == 1 // integer values

else_jump @NONAME_24_1934

$NEONSCA = 0 // integer values

Car.RemoveReferences($SCA)

Object.Destroy($SCANEON)

jump @NONAME_24_1934

 

:NONAME_24_1934

if

00DE:  player $PLAYER_CHAR driving_vehicle_type #WALTON

else_jump @NONAME_24_2141

if

  $NEONZAS == 0 // integer values

else_jump @NONAME_24_2111

03C1: $ZAS = player $PLAYER_CHAR car

0407: create_coordinate $C1 $C2 $C3 from_car $ZAS offset 0.0 0.0 0.0

$ZASNEO = Object.Create(#NEOZAS, $C1, $C2, $C3)

035C: place_object $ZASNEO relative_to_car $ZAS offset 0.0 0.0 0.0

Object.ToggleInMovingList($ZASNEO) = False

$NEONSKY = 0 // integer values

$NEONSUP = 0 // integer values

$NEONH2T = 0 // integer values

$NEONNIS = 0 // integer values

$NEONSUK = 0 // integer values

$NEONSCA = 0 // integer values

$NEONRX7 = 0 // integer values

$NEONZAS = 1 // integer values

 

:NONAME_24_2111

035C: place_object $ZASNEO relative_to_car $ZAS offset 0.0 0.0 0.0

jump @NONAME_24

 

:NONAME_24_2141

if

  $NEONZAS == 1 // integer values

else_jump @NONAME_24

$NEONZAS = 0 // integer values

Car.RemoveReferences($ZAS)

Object.Destroy($ZASNEO)

jump @NONAME_24

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Narcis_speed6
this should be moved to tutorials section
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  • 2 months later...

How did you set neons to appear only at night and disappear while daytime, because i don't or can't see this in code you posted? Or is this made by TOBJ definition on this example of "SKYNEON", that is enabled between 19 p.m. and 6 a.m. ?

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How did you set neons to appear only at night and disappear while daytime, because i don't or can't see this in code you posted? Or is this made by TOBJ definition on this example of "SKYNEON", that is enabled between 19 p.m. and 6 a.m. ?

Attaching objects with 2dfx (night) effects on cars colgate.gif

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Oh, i got one more smile.gif Can we use any of 2dfx object possible effects, i mean not only simple steady light, but: flicker, blinker, every 1 and 3 sec, night or day etc. ? There are also particle effects like steam or flames which could be added in 2dfx section (or at least that i ve seen a long time ago in old moomapper tounge.gif ), there should be no problem with using them instead light efects, right? ...If so i am thinking now about such CLEO mod which could add fire above the wheels, like in gta4, in condition on example car health is decreased to 20% or that percent on which engine starts to fire itself by default unmoded game ;D

 

PS. Thanks for such a fast reply ;D

 

We could do the blinking position lights on helis and aeroplane too , to achieve effect similar like in SA smile.gif Or do turning indicators (some work with positioning them for each car seperately would take some time but i think it would be worth effect) so the indicators would be activated by keypress, key arrow LEFT or RIGHT, ...this can be done to code , tell me ;D?

Edited by MW_29
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Oh, i got one more smile.gif Can we use any of 2dfx object possible effects, i mean not only simple steady light, but: flicker, blinker, every 1 and 3 sec, night or day etc. ? There are also particle effects like steam or flames which could be added in 2dfx section (or at least that i ve seen a long time ago in old moomapper tounge.gif ), there should be no problem with using them instead light efects, right? ...If so i am thinking now about such CLEO mod which could add fire above the wheels, like in gta4, in condition on example car health is decreased to 20% or that percent on which engine starts to fire itself by default unmoded game ;D

 

PS. Thanks for such a fast reply ;D

 

We could do the blinking position lights on helis and aeroplane too , to achieve effect similar like in SA smile.gif Or do turning indicators (some work with positioning them for each car seperately would take some time but i think it would be worth effect) so the indicators would be activated by keypress, key arrow LEFT or RIGHT, ...this can be done to code , tell me ;D?

Nice ideas blush.gif

I tried adding fire and stuff but with no succsess. Only lights for now I managed, maybe I did smt. wrong I dunno. As for the indicators, yeah it could be done, but I wouldn't use LEFT n RIGHT as triggers for 2dfx object loading, but LEFT+CTRL bcz flashing them all the time when turning would be annoying. smile.gif

 

Coordiantes do take time, I did it by loading model in Zmodeler and putting dummies where light sources should be and therefor, got the coordinates of that dummy and copied them as a light source(s) icon14.gif

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Oh, i got one more smile.gif Can we use any of 2dfx object possible effects, i mean not only simple steady light, but: flicker, blinker, every 1 and 3 sec, night or day etc. ? There are also particle effects like steam or flames which could be added in 2dfx section (or at least that i ve seen a long time ago in old moomapper tounge.gif ), there should be no problem with using them instead light efects, right? ...If so i am thinking now about such CLEO mod which could add fire above the wheels, like in gta4, in condition on example car health is decreased to 20% or that percent on which engine starts to fire itself by default unmoded game ;D

 

PS. Thanks for such a fast reply ;D

 

We could do the blinking position lights on helis and aeroplane too , to achieve effect similar like in SA smile.gif Or do turning indicators (some work with positioning them for each car seperately would take some time but i think it would be worth effect) so the indicators would be activated by keypress, key arrow LEFT or RIGHT, ...this can be done to code , tell me ;D?

Nice ideas blush.gif

I tried adding fire and stuff but with no succsess. Only lights for now I managed, maybe I did smt. wrong I dunno. As for the indicators, yeah it could be done, but I wouldn't use LEFT n RIGHT as triggers for 2dfx object loading, but LEFT+CTRL bcz flashing them all the time when turning would be annoying. smile.gif

 

Coordiantes do take time, I did it by loading model in Zmodeler and putting dummies where light sources should be and therefor, got the coordinates of that dummy and copied them as a light source(s) icon14.gif

Yeah, that's right so much easier way of copying coords pf dummies for furhter usage in IPL file as coords for 2dfx objects, I have already did this kinda things in past tounge.gif So the position lights on planes , helis or even boats is not problem, ...but 2dfx section where we ve got particles as fire waterspray and steam, is still problematic, well i try to figure it out smile.gif

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kiki, is there a possibility to add, ehm attach any model by the same method, but i mean attaching on example laser beam model to a gun? activated on keypress or sth.. and again you used some of my fav songs in vid ;D "...we are going out tonight to kick you every night...." ;]

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kiki, is there a possibility to add, ehm attach any model by the same method, but i mean attaching on example laser beam model to a gun? activated on keypress or sth.. and again you used some of my fav songs in vid ;D "...we are going out tonight to kick you every night...." ;]

"We're going off tonight to kick out every light, Take anything we want, teke everything in sight, Were goin’ til the world stops turning while we burn it to the ground at night"

 

Laser eh? I doubt so, bcz as far as I know, weapons aren't given any markers (like $ or @), and you NEED markers to attach a object to them! smile.gif

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kiki, is there a possibility to add, ehm attach any model by the same method, but i mean attaching on example laser beam model to a gun? activated on keypress or sth..  and again you used some of my fav songs in vid ;D "...we are going out tonight to kick you every night...." ;]

"We're going off tonight to kick out every light, Take anything we want, teke everything in sight, Were goin’ til the world stops turning while we burn it to the ground at night"

 

Laser eh? I doubt so, bcz as far as I know, weapons aren't given any markers (like $ or @), and you NEED markers to attach a object to them! smile.gif

didn't check lyrics carefoully and wrote it from hearing ;d my mistake ;P ...well, it's a pitty bcz it could be another thing that could be done to "old and almost forgotten" Vice city, to make it shinning in compare to SA , well just a dream ;D

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well, it's a pitty bcz it could be another thing that could be done to "old and almost forgotten" Vice city, to make it shinning in compare to SA , well just a dream ;D

Vice City is shinier than SA, SA has crap*y lightning and dark environment which always irritated me. Yeah, it's gangsta game and it should be darker and kinda rigid, but Vice City has the most beautiful lightning in all GTA games, and in my opinion, it's better even than the IV. Speaking of the which, this game has the most advanced graphics engine, but it's just booring once you finish the story. Unlike Vice City where the atmosphere is so cool, especially Ocean Drive streets with neons and ghettos like Little Haiti.

 

We can only make it high-poly, and more realistic in the form of new car, weapon and ped mods. But, as we all know, GTA doesen't like being modified. The dream of mine is to make it so HD it would beat the GTA IV in graphics range also... If I only had tools and knowledge to do all that, I would certainly done it allready.

 

Vice 4 ever inlove.gificon14.gif

 

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Edited by kikiboy95
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  • 1 year later...
And this should for SA right?

It is possible to add the neon in SA mate and it is more easier to add like this and don't need massive steps.

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This tutorial may be good for little neons and a few of them used at one time. In SA, you cannot spawn more than 64 coronas per frame, else you aren't able to see them all spawned. III and VC might have a more limited pool for these 2D stuff.

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This tutorial may be good for little neons and a few of them used at one time. In SA, you cannot spawn more than 64 coronas per frame, else you aren't able to see them all spawned. III and VC might have a more limited pool for these 2D stuff.

can you help me man

 

i have files of this mod.

 

but when i press shift+space

 

nothing happens

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I'm not a VC user, so I cannot help you. As I said, this solution may be bugged, though.

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I'm not a VC user, so I cannot help you. As I said, this solution may be bugged, though.

can you make this mod for gta sa

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